- 10 Arrows
- 10 Bolts
- 5 Pins
- 5 Pins and cotters
- 1-2 Plates and bowls
- 1-2 Bottles (all of them?)
- 2 Spears
- 2 Throwing axe
- 5 Throwing stars
Multi-stuff
Moderator: Gamemasters
- Estralis Seborian
- Posts: 12308
- Joined: Wed Nov 10, 2004 9:14 pm
- Location: Sir Postalot
- Contact:
Pins, Pins and cotters and throwing stars ALREADY come in groups of 5 as it is.
The problem arises from their use in construction - the Zzyathis dock for example needed 750 pins and cotters, and 100 hammers (et al)
That works out to be 850 pins and cotters needed
Which works out to be 170 clicks by the smith and 170 clicks by the carpenter (assuming no failure)
THATS the problem here.
The problem arises from their use in construction - the Zzyathis dock for example needed 750 pins and cotters, and 100 hammers (et al)
That works out to be 850 pins and cotters needed
Which works out to be 170 clicks by the smith and 170 clicks by the carpenter (assuming no failure)
THATS the problem here.
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- Mr. Cromwell
- Posts: 1876
- Joined: Wed Oct 11, 2006 6:20 pm
- Location: All over the place.
- Olaf Tingvatn
- Posts: 935
- Joined: Wed Sep 10, 2008 12:23 am
- Location: Norway, Lyngdal, Scandinavia
you know..i might even consider playing my carpenter more often,unless im bored beyond everything, if this were to be applied.
I always have my tv on when im playing, and sometimes i even go to the toilet for a quick errand when im powerga..*cough cough* training.
annywayyyyyy i would love to see stackable plates and handles, not just bowls. and yeah making 50 arrows in one go is more..entertaining... AND purdy please make it allot less shift click demanding to make bowls, if you have 50 wodd(cant remember the last word:P) in your belt then you should not have to shift click 50 times to make 50 plates/bowls.
but, then again..making crafting something that is TOO efficient might just make crafters to abundant..
I always have my tv on when im playing, and sometimes i even go to the toilet for a quick errand when im powerga..*cough cough* training.
annywayyyyyy i would love to see stackable plates and handles, not just bowls. and yeah making 50 arrows in one go is more..entertaining... AND purdy please make it allot less shift click demanding to make bowls, if you have 50 wodd(cant remember the last word:P) in your belt then you should not have to shift click 50 times to make 50 plates/bowls.
but, then again..making crafting something that is TOO efficient might just make crafters to abundant..
Its only for mini-things which are always needed in bulk - won't be the case for swords, armors et cetera.Olaf Tingvatn wrote:but, then again..making crafting something that is TOO efficient might just make crafters to abundant..
Now can we have a dev's final word on this? I'm pretty sure this can be implemented VERY easily
- Tanistian_Kanea
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- Tanistian_Kanea
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- Thanseus Valerian
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- Location: Nichts ist drinnen, nichts ist draußen, was drinnen ist ist draußen, was draußen ist ist drinnen.
- Freedomworker
- Posts: 8
- Joined: Wed Nov 05, 2008 8:20 am
In ye olde days, we didn't have newfangled auto-working systems. If you wanted to mine coal, you'd have had to shift click your mouse out yourself for each individual mining attempt.Freedomworker wrote:I would never make dough or bowls in this game, it is too hard on the wrists.
Kids these days with their automation, and their GPUs and their video games and their correctional fluid and their AES and their 64 bit integer representations and their fake teeth and their earmuffs and their HD DVDs and their Blue spectrum Lasers and their Von Neumann Architecture and their Boolean Number Systems and their BlowFish Cyphers and their TC/IP protocol and their Internets and their[size=0] Higgs Bosons...[/size]
yes , i also bake IG
How about, for example skill-dependant ammount?Vern Kron wrote:I suggest that such a thing comes with skill, like some of those swirlies that don't produce any new items? Maybe you can make -more- of things?
1% max 2 pins per ingot,
5% max 5 pins per ingot,
15% max 6 pins per ingot
30% max 7 pins per ingot
and so on...up to 10 pins per ingot
will increase material waste for beginners , though.
..and for a master baker 3 rolls per dough.
Neither dough nor bowls nor plates.
Please.
For breadrolls maybe a auto-use-belt trigger which interrupts on failure.
Hm. Difficult matter.
A auto-use-belt trigger maybe.
Increasing ammounts is not a good idea.
A house is a house and a fortress a fortress.
3000 pins have a reson why they are 3000 pins.
*Shrugs its shoulders.*
Re: yes , i also bake IG
Too complex to do with current system. Impossible actually.maryday wrote:How about, for example skill-dependant ammount?Vern Kron wrote:I suggest that such a thing comes with skill, like some of those swirlies that don't produce any new items? Maybe you can make -more- of things?
1% max 2 pins per ingot,
5% max 5 pins per ingot,
15% max 6 pins per ingot
30% max 7 pins per ingot
and so on...up to 10 pins per ingot
will increase material waste for beginners , though.
..and for a master baker 3 rolls per dough.
Re: yes , i also bake IG
Skill dependant amountHadrian_Abela wrote:Too complex to do with current system. Impossible actually.maryday wrote:How about, for example skill-dependant ammount?Vern Kron wrote:I suggest that such a thing comes with skill, like some of those swirlies that don't produce any new items? Maybe you can make -more- of things?
1% max 2 pins per ingot,
5% max 5 pins per ingot,
15% max 6 pins per ingot
30% max 7 pins per ingot
and so on...up to 10 pins per ingot
will increase material waste for beginners , though.
..and for a master baker 3 rolls per dough.
Good proposal!
It works for lumberjacking. Why should'nt it work elsewhere?
It won't work elsewhere because the system is designed as follows:
You have a collection system which determines how much material you earn depending on skill.
You then have the actual crafting system which allows you (for each item) to determine a number of different thing, including skill needed, amount produced and resources needed.
In order to make it skill dependant we could either
a) Make them an exception to the rule and give them their own system - this is called horrible programming
b) Make a ton of options - one to make 10 when you have X skill, one to mae 20 when you have Y skill - this'll ruin the interface.
Tadaa, that's all the code you need for the simpler suggestion.
You have a collection system which determines how much material you earn depending on skill.
You then have the actual crafting system which allows you (for each item) to determine a number of different thing, including skill needed, amount produced and resources needed.
In order to make it skill dependant we could either
a) Make them an exception to the rule and give them their own system - this is called horrible programming
b) Make a ton of options - one to make 10 when you have X skill, one to mae 20 when you have Y skill - this'll ruin the interface.
Code: Select all
product = smithing:AddProduct( CurrentCatID, 2738, { 0, 10 }, 50 , { 20, 60 }, false );
product:AddProductionSteps( { 2535, 1, "belt" }, 10 )